[BtS] Destiny Mod

regarding the seafaring trait: did you allow it sailing to be given to those leaders when advanced start is enabled? or was there another problem?

Yes, IIRC it shouldn't matter in the *fixed* version, in the old version nobody got it either way.

edit:

I've posted the corrected python file so you don't have to download the whole mod.
 

Attachments

Building a mine requires Bronze Working? I thought it only required Mining.
 
It is supposed to require mining. Bronze working is required to chop forests (same as in standard bts)

mining.jpg
 
For the Holy Roman Empire, it says that the Doppelsoldner is a Mechanized Infrantry in the new game pop up screen, when it should be a Heavy Swordsmen
 
For the Holy Roman Empire, it says that the Doppelsoldner is a Mechanized Infrantry in the new game pop up screen, when it should be a Heavy Swordsmen

That is bizzaro, yes I see that. Checking him in the pedia, he is a replacement for heavy swordsman as he should be. I checked every mention I could find in unitinfos, unitclassinfos and civilizationinfos and none mention the mech inf in conjunction with him.
 
Great mod, but I do have one annoying crash that comes up every few games or so - and reloading doesn't help, because as soon as it gets back to the same position, it crashes again. Tends to happen around 1950-2000, so I'm guessing there's a tech, unit or building being built around this time by someone which the game can't handle? Reloading with random seed doesn't help, nor does doing something different yourself. As soon as it gets to that point, it crashes again.

I could send you a save, if you'd like? Bit frustrating since you're already 70 percent or so into the game.
 
Great mod, but I do have one annoying crash that comes up every few games or so - and reloading doesn't help, because as soon as it gets back to the same position, it crashes again. Tends to happen around 1950-2000, so I'm guessing there's a tech, unit or building being built around this time by someone which the game can't handle? Reloading with random seed doesn't help, nor does doing something different yourself. As soon as it gets to that point, it crashes again.

I could send you a save, if you'd like? Bit frustrating since you're already 70 percent or so into the game.

Yes, saves and logs I can look at and hopefully figure it out. Maybe it's MAF related? As mentioned before this thing is a memory hog because it loads the whole fpk into memory. Maybe you can try unpaking the fpk file and seeing if that makes a difference for the crash
 
another thing that keeps bugging me:
when playing networkgames and one gets disconnected in any way, the game usually holds the state and a simply reconnect does it. however, in destiny the game always gets async on such a reconnect, if one keeps the game open.
you always need to reconnect into the lobby before the disconnect happened (autosave), or you will get async.
do you know why? we havent DCM enabled, just superspies and tech-diffusion. the extra-mod didnt suffer of that problem.
 
that clarifies that reloading thing bit, thx.

another problem came along now, when trying the new version. i tried one of the new visionary leaders to see, how the building costs are effected, as stated in the civilopedia. however, i cant see any effect. neither as +20% production bonus, nor as -20% less production cost, nor as -20% less hurry-cost. the golden age with music is started tho.
 
that clarifies that reloading thing bit, thx.

another problem came along now, when trying the new version. i tried one of the new visionary leaders to see, how the building costs are effected, as stated in the civilopedia. however, i cant see any effect. neither as +20% production bonus, nor as -20% less production cost, nor as -20% less hurry-cost. the golden age with music is started tho.

I did use code that is supposed to work from Thomas' Python Traits he used it as "strategic trait" so I have confidence that the code is supposed to work. I did test it out and it seemed to work by going into world builder and flattening out the land and trying a Visionary leader vs a non-visionary leader on the same flat land and comparing their turns remaining for building a barracks and the visionary one had less so I was inclined to think it was working.
 
hm,

the building-visionary code is in the DestinyCvGameUtils.py

reviewing it, i see the problem in line 494

there is a return -1 before the vis trait code starts (after sphinx code).

remove it and it will work ;) (just tested)
 
Any chance of making Red Cross and Academy like, a project? It's kinda annoying as a National Wonder
 
i agree, there should be an intermediate unit between rifleman and infantry, with aprx 16 strength. the infantry has a too big impact on the lifetime of mounted units. the infantry should be pushed to industrialism tech and the new unit may appear with assembly line. namely, they could be light infantry and heavy infantry.

additionally, there should also be a better mounted unit than the cavalry, like mounted infantry or dragoon, available with assembly line, about 18 strength. this would make it more historic-realistic, as cavalry was part of every army until motorized and armored units arose.
 
The new Infantry could be called Trench Infantry.

The existing Cavalry could become the Dragoon and get new art, with the new Cavalry having default art and coming at Assembly Line.
 
Back
Top Bottom